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Robots And Zombies's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics - Is the game aesthetically pleasing? | #6 | 4.000 | 4.000 |
Overall | #12 | 3.233 | 3.233 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #14 | 3.500 | 3.500 |
Gameplay - How fun is it to play? | #14 | 2.944 | 2.944 |
Audio - Does the game have nice sfx and music? | #15 | 3.167 | 3.167 |
Originality - Does the game innovate or try something new? | #27 | 2.556 | 2.556 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very nice looking game. Graphics are good, though some assets look a bit out of place.
Liked very much the code-searching element, and the in-world map is also very good. Makes good use of the ability to look around. Reminded me of Doom 3 in a good way.
Overall good gameplay, but very small grid tiles make movement and navigation look a bit strange. The humor here is not my cup of tea, but it's a very subjective thing anyways.
Thanks for playing out game. Most of the assets were done by Dan (our artist) like the walls, floors, furniture, lifts, etc. were hand made by him. The Zombie was from the Asset Store and so were the guns and weapon/pickup effects. Here's his Sketchfab page:
https://sketchfab.com/carodan
The small tiles are a good catch. They're not the traditional Dungeon Crawler size but we felt they made the maps feel more claustrophobic, which is what we were after. The mini-map was a last minute addition and it's dynamically generated from the Tiled map that you load in at runtime so we were pleased with it.
Sorry about the (programmer) humor, We were trying to capture some of the Duke-Nukem humor from the 90s and give you a distinct memory in the first level to take away with you. The headbanging zombie at the start was Dan's idea but part of the humor. Did you see the Pause screen and the Level Failed screen? (again programmer humor.. sorry).
I've thought about this, but overall the game tone is just very light, so small tiles do not cause claustrophobia. Probably closest feeling to it is "can I really fit here in that suit?"
No need to excuse for humor, that's just very subjective. In fact, I liked headbanging zombie the most!
Thanks a lot for the regional format trick, it made this other game which did not work for me, Beneath Mournstead, work too. Will comment later on the game.
Thanks for persevering!
This was fun.
I thought the game was overall a bit slow, I did not like the small steps, cooldowns could have bit slower or later weapons (or all weapons, enemies too) more lethal, recharging energy maybe faster ...
However multiple details reveal a good level of polish, the code you could miss is double-hinted (searching and typing codes was cool, anyway), the maps on the wall are definitely cool, there are the damage on the helmet and probably more things.
Good job.
Thanks for playing our game. The small steps are a good point. We already had the wall set from a different game we're working on which is why they weren't the classic large square. Later weapons were more powerful and used up more charge per shot but shot slower, but balancing was definitely something we only had one pass at. We had an Excel spreadsheet that I'll put on our DevLog that shows the numbers we balanced with. The recharging was a bit slow. We lowered it as we realized you could sit on the recharge station and have infinite ammo while firing!
Thanks for picking up on the helmet damage texture and the minimaps. We were really pleased with these too.
We're glad you enjoyed it. Good luck in the jam!
Started great - nice animations.
The on to the initial level where you need to find a code - never found the code never got further.
Whilst it looks great. It has the feel of a load of bought assets with not much other thought - which is a shame :(
Thanks for playing our game. It looks like you were bitten by the missing decal bug, sorry about that. We've not managed to reproduce it on 8 machines we've got access to so far. It's really got us stumped. As for the thought that went into it, two of us put in 12-16 hours a day for 7 days straight and it was a massive amount of work. Even though we did use some asset store assets (weapons and weapon effects and the Zombie!), we also created some during the jam too. You can see what we used to create the game on our devlog which may help you decide if we did put the effort in or not:
https://rebello.itch.io/robots-and-zombies/devlog/369937/things-we-used-to-make-...
We also showed a full play through of the game, which for a player who knew the maps takes about 40 minutes, so there's plenty of content in there:
We tracked the problem down us not parsing floating point numbers from our Tiled map files using CurtureInfo.InvariantCulture. If you want to give it another try you can set your regional format on Windows to be UK or US or alternatively try out this patched version:
https://drive.google.com/file/d/1wTm60Y_iaD98PfJrNmkNUkNvXkPLtlj8/view?usp=shari...
Thanks again for trying out our game.
Although the assets look shop bought, many of them were in fact created by Dan (our artist). Here's the large robot, Chunk, on his Sketchfab page. He creates these in Blender and textures them in Substance Painter.
Heavy Sentry Robot - Chunk by carodan on Sketchfab
i liked the zombie death sound second most of all.
the thing i like that most is that taking a dump fixes my suit.
We liked that too. You don't take the suit off so how is that working? Who cares, it's funny! :)
Thanks for playing our game.
Awesome game! I really liked the creepiness and humor. I just wish there was a little more effort in the sound effects. Other than that, I can't complain!
Thanks for playing our game. We did want it to be funny and creepy at the same time, so we're glad we hit the mark on that one. We're a two man team of a programmer and an artist so it's good that you picked up that we were a bit weaker in the sound area. That's the third person we need next time around. Thanks again, Rebello (Adam&Dan)
Hm, I could not find the door code for maintenance either. But I liked, that I have to look around to find clues. I think that was a really nice implementation of mouse look in a dungen crawler.
The start screen jump scare was a bit much, but the graphics are amazing. How were you able to do that? Was most of it an assets pack or made in just the 7 days?!
The rules absolutely allow premade graphics and most textures I use are premade too, but maybe next years zooperdan could restrict the graphics a little bit. Then we would have to be more creative with our time, especially if the time is extended to two weeks next time.
But I am rambling, you did really great here.
Thank DamienDe. We're creating a DevLog post that explains what assets we had going into the jam and what we created during it. We did use a lot of asset store assets but it's often hard to get them to gel in a cohesive way and sometimes you can spend more time getting them to work the way you want than creating your own. A lot of Dan's time (our artist) was spent creating the levels themselves, which we did in Tiled. Check out the Streaming Assets folder, you can even edit them yourself or create new levels. Most programming time was spent handling the door codes, screen layouts and transitions, AI for the enemy, game load/save (on end of level), mouse/keyboard input, minimap and tiledmap loading. Also time was spent integrating all the asset store assets. The walls, furniture, terminals, storage lockers, etc. are all a single trim sheet, created in Substance Painter from a Blender file, and the walls themselves are just boxes with no geometry. Dan did an amazing job there, they really look detailed but it's all faked with a clever texture map. It would be a challenge to do this with no premade assets but we're up for it next year!
Hi DamienDe, we just published a DevLog on itch that shows what we used to make the game. Ping us if you have any questions:
https://rebello.itch.io/robots-and-zombies/devlog/369937/things-we-used-to-make-...
Well I enjoyed that! Nice work.
Thanks for that. We're glad you didn't get bitten by the decal bug that meant you couldn't see codes on the walls. We've tried 7 machines now and not managed to reproduce it. Glad you enjoyed it!
Graphics were great! I really liked the level design, it was fun figuring out where to go next. I had to take notes, lol. Got a lot of Doom 3 vibes. Had a great time playing.
Thanks for the feedback and thanks for playing our game. Perhaps the note taking was a bit too much! Glad you enjoyed it. The levels are all design in Tiled if you're interested. If you look in the Streaming Assets folder you can see all 5 levels as .tmx files.
Ah I had the decal bug so could not make it pout that first are room. Really like the art style and the whole promise gives me xenomorph hunting vibs from Warhammer space hulk games.
One gameplay thing I though was if I am turning the mouse far to turn the character too. Not sure how well that would work. But I can mouse look 180 degrees after that would be good to be facing that way and just carry on. Oh the on wall map is a super feature.
Love the soundtrack but then I am a metal head so heavy is my person preference.
Can’t wait to give it a spin again when you put up a version with the decals fixes.
Hi Inkus Games, thanks for playing our game. Good suggestion on the rotating if you free look enough we thought about it ourselfves but didn't follow up. Glad you likes the MiniMap, it was a stretch goal but I had a development itch to scratch there. It was surprisingly easy in the end. The sounds track seemed very fitting and let us have the Zombie headbanging on the start menu (another itch based on Dan's idea). We'll post a working decal version post-jam, if we can work out what's happening. It's not gone wrong on the 7 machines we've tried so far, it's got us stumped! Your game was great BTW, we really loved the artwork!
Can’t wait to try your game again after the jam.
We tracked the problem down us not parsing floating point numbers from our Tiled map files using CurtureInfo.InvariantCulture. If you want to give it another try you can set your regional format on Windows to be UK or US or alternatively try out this patched version:
https://drive.google.com/file/d/1wTm60Y_iaD98PfJrNmkNUkNvXkPLtlj8/view?usp=shari...
Thanks again for trying out our game.
Ah I have seen this error in c#. We in South Africa apparently use a ‘,’ as a decimal. Yet we really use a ‘.’ It’s just the government standard is a, and we never use it.
Either way your text files would use whatever you choose to add to them. I will check out the patched version thanks.
Hello
Got around to playing the game thanks for the patch version.
Love the atmosphere and visuals a lot. Zombies killing me too fast got to learn some tactics and try again, want to reach the robots.
I think the aesthetic and atmosphere really leans to an intriguing story opportunity. What’s going on how did this happen. Are we going to solve the problem, does it happen often and so on.
Would love to see the Zombie AI work a bit better they appear not to be able to navigate around obstacles.
Great game! It looks amazing! It's super polished!
Thanks. We have Unity Post processing and an asset called SSR2 for most of the look to be honest but we were very happy with how it turned out.
I failed to get past the first few rooms. Couldn't find the access code to the door. From what I saw it's a great looking game with solid mechanics. I am not particularly fond of the small grid which feels almost like a half-step. The main menu jump scared the hell out of me :) I kept head banging in tandem with the zombie to the pumpin' track!
It seems we have a bug where the code decals aren't appearing on some people's systems. If the storage locker looks like this it's broken for you. Really sorry about that. It didn't happen on the three machines we tested on. If you're stuck like this. ping me on discord and I'll send you a cheat code. Thanks for playing our game.
- Update: We hear you on the tile size. We wanted the game to feel claustrophobic as if you were trapped in narrow corridors that restricted your ability to get away from things easily. It's not quite the classic Dungeon Master style but we felt it worked well for the game. Next time we'll go more classic styled!
Pretty solid entry. Combat feels a bit unpolished but the humor and atmosphere were really nice! I encountered a bug where I couldn't open a door by entering its code, but that fixed itself after a restart
Sorry you had a problem with the door codes. We tried to add a bit of humour in there. I spent 3 hours getting the zombie to head bang to the intro music (Dan's idea) by sampling the audio clip volume. Probably time not well spent but the effect is cool and I had fun. Thanks for playing our game.
Nice entry.
It is a bit repetitive after a while...
I especially loved the way we regain health..! by dropping "Space logs" :D *boink**boink**boink*
Thanks for your entry!
Thanks for playing. It's tough to add variety with just a game two code reveal mechanisms and three monsters, we hear you, but it's all we had time for in 7 days. The code reveals do get more obscure as the levels progress and the monsters get harder (but the weapons get bigger!), that's all we could do. The "Rest Room" was another gratuitous waste of development time but I had that itch that I had to scratch! Glad you enjoyed it.
True, besides things do get out of hand once more mechanics come into play... 7 days do wheeze past fast!
Looking forward to what else you guys would add to this one... or your next game!
This game is amazing!
Thanks @TickTock. We glad you enjoyed our game. If you manage to get to one of the two alternate endings we'd love to see a screenshot! Thanks for playing.